I agree with Horosco
bunny4444
Surveil ships should automatically seek out new life and new anomolies and to boldly go where no one has gone before !!! Got carried away. No but seek out anomolies around our starting position automatically. Thats all there good for anyways ...
I love the espionage system but it needs improvement; we know that you can train spies to either keep them at bay for counter-espionage or place them on enemy buildings to sabotage its functions. Now, we should have a third function that coincides with my previous re-management idea of the order in which we gain intelligence on a race and I think this third function was actually said somewhere before. The third function is that when you have a spy for which you do not want to infiltrate in an en
Can you be more elaborate? lol ! I change my mind ...
-Enable scrolling with the keyboard -Allow starports to carry more ships -Enable an all-launch button from the planets -Enable "only fleet upgrades" in addition to the option of upgrading all ships of that class -Enable an option where you can build the same ship on all planets -Enable an option where you can set all production in the same area ( military or social or research ) on all planets
I'm a victim of that too, thereafter I used autosave every turn. I pressed on declare war as if to use it as a threat, I wanted to trade a tech or else I would go to war. Once I found out that I went to war with them, I quickly tried to make peace but a message came saying " due to recent hostilities, the arceans dun want to talk ". But I remember one startrek episode where Picard declared war and the opposing race quickly changed their mind into negotiating? As long as you pay a big price for i
btw, Serptico, I really like those "super weapon" ideas, they just sound cool I like the borders idea of yours too
Here is a refined idea of mine for the expansion ... 1. Customizing opponents; allow a trade meter from " never to frequent " - this way the AI would either trade with you frequently or never during the game. 2. Allow a cloaking device built on scout or attack ships only after researching the right tech. Maybe after researching the counter-espionage tech will enable cloaking device. 3. Allow a tech to counter the cloaking device. Maybe sensors level five will enabl
I've also included this in the other thread for ideas for expansion 1.6 ... Here it is ... 1. Customizing opponents; allow a trade meter from " never to frequent " - this way the AI would either trade with you frequently or never during the game. 2. Allow a cloaking device built on scout or attack ships only after researching the right tech. Maybe after researching the counter-espionage tech will enable cloaking device. 3. Allow a tech to counter the cloak
how do you modify the screens or the game in general? what programs are there ??
I need a quick and accurate anwser for modding dark avatar. What program do you use to mod dark avatar?
Does anyone how the reduction of speed is calculated when an enemy ship travels in your space? Since this is one of the traits that this super ability ( isolationists ) has.
Clarification for spying and the user interface First of all, the whole spying concept is to gain information on another CIV. So at the begining of the game, we shoudn't know absolutely nothing about the CIV. The diplomacy and the management (stats and graphs) screen is ruining this concept. Because in the diplomacy screen, right off the start, you already know about the total treasury, influence points, planets, technology, starbases, ships etc... The same with the stats
1. Customizing opponents; allow a trade meter from " never to frequent " - this way the AI would either trade with you frequently or never during the game. 2. Allow a cloaking device built on scout or attack ships only after researching the right tech. Maybe after researching the counter-espionage tech will enable cloaking device. 3. Allow a tech to counter the cloaking device. Maybe sensors level five will enable anti-mirror sensors on ships that will allow to see cloaked
On another note on the topic of social and military production, this is what makes you win games. All the other stats are way to weak to win a game. With a good bonus to military and social production and a combination of expansion, the game is already in your pocket. Plus, there is no way, like other strategy games, win a game without expanding. If you stick to your solar system without expanding your empire, you simply don't win. It's even hard to achieve the other victory conditions like a te
We shouldn't be able to construct starbases anywhere on the map. We should be able to construct it on specific resources only like the usual ( military, economy or influence ) resources that we find on the map and being able to upgrade them like usual. We can set the amount of resources in the setup screen along with the others like ( anomolies (occasional, commom), habitable planets (occasional, common), asteroid fields (occasional, common) etc... ) For example, military resources ( occasional,
It's time to think about the next expansion; other than all the bug issues that needs to be resolved at or before the expansion if there thinking about maiking one, we must think of improvements. Allow more control over espionage - When no espionage spending is needed, the AI sais from time to time we might get a breakthrough and steal technology. Well at this point, didn't we earn the right to target which tech to steal? In other words, we get the option to choos
i rarely care. i look for the bonuses and base it off of that. I hope so for your sake you base it on bonus, the choices rarely spark any emotions in me and nor it should. Otherwise I have to spend extra money to see my shrink, can you imagine I go tell my shrink that I just destroyed hospitals to make room for my hyperion logistics system in a computer game I played???
It's time to think about the next expansion; other than all the bug issues that needs to be resolved at or before the expansion if there thinking about maiking one, we must think of improvements. Allow more control over espionage - When no espionage spending is needed, the AI sais from time to time we might get a breakthrough and steal technology. Well at this point, didn't we earn the right to target which tech to steal? In other words, we get the option to choo
That's right. Kill some of them. Put them on colony ship and launch it. Then disband the ship. Or demolish a farm and they will starve. The rest of the population will think your a hero and give you a higher approval rating for the genocide you have committed. That's only if you put them in a colony ship and convince them that they tried to invade an evil tyrant's planet and they all died in vain. Where really you put an explosive on
As I noted on other threads, the AI picks its own party and spends its own unused ability points. Those two particular things changing is not a bug. Counterintuitive perhaps, when you have the option to futilely set them, but not a bug. So now your saying or so the way I understand it, if I set the abilities meter to 0%, it won't allocate its unused ability points because it won't have any???
Then how come we have the option to set their parties???
I didn't know you can play with another CIV's sliders period. Hell I can create havok if that was possible ?!
I've also noticed that one civ that I set to aggressive went to war with me and all of a sudden made peace and was neutral. Now I don't know if this is a huge leap or it's realistic cause it never happened to me before.
When I set the political starting party while creating my opponent, it changes during the game. Even the starting party is not the same??? It starts off wrong, can anyone confirm this? Also, the same thing with setting the financial resources and abilities meter, it changes whenever I'm about to start the game. I found out when I returned to edit my opponent, I discovered that those settings have changed?? Can anyone confirm this.